Saturday, April 21, 2012

Bone Spirits + Slow Missile = LOL

|||That was pretty amusing. Those spirits look so awkward when moving slowly.|||lolwut?

Nice music

Btw, that hdin sucks big time... I mean... Looks like he thinks he can tank something like 50 spirits... Why is it that he insists on teleporting into spirits instead of charge a bit around?|||What music is that?|||PLAY HIM OFF KEYBOARD CAT!

I loll'd|||You Use Tons Of Hacks.

Owned ^.^|||All aboard the spirit train!

Instadeath for melee classes lol

Necro progress, advice welcome

Greetings all. Finally got a hold of new CD keys two weeks ago and already rocking US East Ladder with my lvl 85 Fishy, Nechromancer (the best one of all time, get it?) Killing in Hell is slow, but possible. I wanted some input on how to improve things with my very very limited resources.

Spirit Crystal Sword

Harlequin Crest w/ P. Topaz

Skulder's w/ P. Topaz

28% Magic Find amulet

+1 Necro skills rare trophy

Sander's Riprap

M'Avina's belt

Ravenfrost

Angelic's Ring

Chancies

Might merc with Tal's Helm, Rattlecage and Hone Sudan w/ 3x Amn runes for leech.

Merc dies around act 4 hell often, but everywhere else is doable.

I know where my gear can improve, the advice I am looking for is how to best improve it with only an Um rune to trade.

Also, I checked on here that a hunter's bow can have 4 sockets but the socketing quest only put in 3. What's up with that?|||Pit runs should be pretty doable and friendly for your merc. CE is great in there. Quick runs of Eldritch/Shenk/Pindle in act 5 are also good spots to find useful gear. Those 4 are all places where you don't really need to teleport to get to, which is helpful for you to keep your runs efficient. Try to get stuff for your merc first to make him able to survive CS. That place is great (lvl85), you don't need teleport to get to it, and there is a boss at the end. Or maybe try using the lifetap curse if you have it to keep the merc alive, and then switch to amp once a few baddies drop to CE the rest. Might take a little longer, but you could possible survive some areas where you (or your merc) couldn't before.|||Where are your skill points distributed?

The obvious improvements will be to your mercs gear. A bigger, badder weapon, as well as some better armor will work wonders. I'd recommend one or more of the following for cheap:

Insight polearm-the highest damage stick you can get, a few nightmare countess runs should get you the runes you need.

Bonehew-should be able to get for a few Pgems

Duriels shell-more pgems

I prefer either crown of thieves or guillames face as the helm. Depends on how much LL you need. You'll see big improvements in killing speed if you upgrade to Guillames face. Once again, you can probably get it for a few pgems.

Obviously, if you can afford it, upgrading to infinity or obedience will be a hugh improvement, as wells as fortitude or CoH.

You can get rid of the angelics ring and replace it with almost anything and it will be an improvement. Your gear is not sufficient to be meleeing, in which case angelics is completely USELESS. I would also get rid of Ravenfrost. The AR adds nothing to your build and the cannot be frozen doesn't help a fishy very much. Better choices for rings would be ones that add resists, MF or FCR (preferably all three). Later on you can upgrade to BKs or SOJs if necessary.

Good luck.|||Obedience in an eth cryptic axe would be my first choice, followed by Treachery in any elite armor. Eth is always better but don't sweat it if you can't find/trade for eth items; normal ones should be easy enough to get. Guillame's face is nice but I think the high damage and ias given by obedience/treachery together with tal's mask makes for a much sturdier merc.

You'll hopefully soon find better jewelry to replace those... Then a +2/3 all/summon skills amulet, and lastly Homunculus.

The socket quest always give you the maximum number of sockets the item can have, but that depends not only on which item it is but also on the item level. The item level depends on the area level, i.e. in which area of the game it dropped.

Sockets

Area levels|||Cool cool. All sounds like good advice. Skills are standard fishy with my own preferences:

20 in RS, SM, CE

5 in Clay Golem, Golem Mastery

1 in everything else, remaining points going to Mages, currently ~9 hard points in.|||Insight in elite ethereal polearm is nr 1 thing to get for your merc.|||be sure to get a few points into revives as well

now, for gear:

drop the spirit sword, shop for a wand with +2/3 to summoning skills and +2/3 to raise skeletons, this will do better then the spirit.

For shield, try to trade a homunculus, It's worth pul or less iirc.

the belt's pretty ****ty, get anything else


Quote:








Insight in elite ethereal polearm is nr 1 thing to get for your merc.




it's really not that important to put your insight in an elite polearm, the runes can be found by yourself (just run nightmare countess a bit) and somewhere along the ride you'll find some polearm with 4 sockets, just use that one for now. You can swap to hone sundan when you're fighting a boss, because IIRC, it has a slow targets buff, so you could cast amp damage in stead of decrep, for some added damage.|||Quote:








Cool cool. All sounds like good advice. Skills are standard fishy with my own preferences:

20 in RS, SM, CE

5 in Clay Golem, Golem Mastery

1 in everything else, remaining points going to Mages, currently ~9 hard points in.




I would take those points out of the golem skills and put more into either mages or Dim vision. Your plus skills should make your clay golem nearly invulnerable at this point and his slow % should be WAY more than enough when combined with decrep. Pumping more hard points into him adds very little but costs a lot in the other skills.

I find mages to be the most useful (more damage, more meatshields, more variety of damage) but if you prefer, you can go with those points in some utility skills.

Make sure you post an update with results.|||Well guys, I am experienced having played for over three years before now, so I already knew Insight would be my next big upgrade (Mana is not much of an issue, I would probably have just up'd my Hone Sudan had I been in possession of the right runes.)

HOWEVER, I made a crucial noob error along the way. I knew that it didn't matter much the kind of stick from which the 'word was made, however since mana wasn't a huge issue and my 21% LL 45% CB Hone was doing so VERY well at keeping my merc alive and doing decent damage in Hell, I wanted to make it in NO LESS than an exceptional. So, I came onto this trusty site, as I lovways do and checked which sticks have a maximum of eight sockets, figuring the easiest way would be to find any decent white stick and use the quest on it myself.

I found out that BILLS and all versions of them have 4 sockets, and sure enough I found a colossus voulge in a Baal run and got all excited, socketing it and making the Insight and then...

... realizing the required strength for a colossus voulge.

I was quite disappointed.

So I decided that now, since I am alternating between a Skulders and Rattlecage for him anyway, I go and make him a Lionheart as well. At lvl 85, the Might merc has 186 strength, and the 25 strength on Lionheart will put him one point over. It also has decent resist, a minor damage boost and LOTS of lufe of course, and Lionheart will be very useful in my collection.

Since my last post, I have come across Trang Oul's Scales and a Naj's Puzzler, both of which help IMMENSELY.

Will you all give me your opinions on what is the best merc base weapon for runewords? Number of available sockets aside, based on speed and sdamage, which is best out of the spears and polearms?

Oh, and yes I put one point in Revive as well as Lower Resist, with NONE in Fire Golem don't worry : P

I find that LR is awesome for the very rare physical immune who can't break and for party play. Oh man I was in a game with a lightning sorc and amazon. I Immediately swapped up to LR and I couldn't run fast enough to keep up with Sander's and Trang's on.|||When it comes to merc weapons, I prefer an eth. Cryptic Axe. Highest average damage of all poles and up to 5 sockets. Strength requirements are fairly low as well.

Physical immunes - how to deal in hell?

This question has probably been asked before but how to find that in this huge forum? I don't know...

I have returedn to my Fishymancer, DeadLarry, to take him the final acts in Hell. I stopped after act 1 because I needed some challenge and now decided to take him further. The only problem I am facing is the physical immunes.... They come in huge packs and then they bring their friends the Corebellies!!! Some uniques and champions in the pack and I am dead. Well not me but my skellies and my loyal moron.

Regular fishy.

Merc = might merc with Honor runeword as weapon. Might be a little weak in the armor but not that bad.

I have some mages as well but they die before I have time to say Amp Damage!

I am currently trying to get through Tal Rasha's tomb to find Duriel.

Any good advice?|||Amplify Damage didn't work? That should actually deal with almost all PIs.|||Actually, It works for a single PI and all my skellies working that same target. When there are 4-5 of them (with some unique also) they just don't have enough power and there is no way to run to spread them out.

It should be enough with 1 point in Amp, right? At least that's in all the guides.

There was also one situation with a... ehh.. what are they called? The summonoers that raise their own skellies in the tomb? With a wolf head sort of? Anyway. I encountered a champoin of those and the Amp didn't work there either. There was no golden cloud over his head and there was almost no damage to him by my entire army??|||I thought Act 2 was a breeze. I just CEd everything I saw. Also, try reviving the blunderbores instead of blowing them up. They're good for heavy damage. For the immunes, revive the fire lords if there are any around. If Amp isn't taking away their immunity, then cast lower resist on them and let your mages and fire lords toast them.

The champion unraveler you speak of was probably a Possessed champion. Possesseds cannot be cursed. They're a real pain for necros. Your best bet is to CE him as much as possible.|||Hmm... I will try that. I haven't used that much revives before, simply because it has not been needed.

Thanks for the suggestion!|||Afaik amp will break all phys immunities except for stone skin champions so the problem might be a lack of +skills and a good merc weapon. Does your merc have the might aura?|||He does. And he also has a rather good Honor runeword polearm. (I just found a tomb reaper that is GREAT! But he needs to be level 84 so I could level in Nightmare or something. He is currently level 77|||Grats on the tomb reaver, you should see a big difference in your killing speed with that thing. How many sockets does it have? The next attack speed breakpoint for him will be 92 ias. I'd put amn runes in the weapon and give him a treachery armor and guillame's face.

I think you'll level too slowly in nightmare. Maybe try some pit runs? It's in the tamoe highland, act 1, in case you didn't know.|||77 should be ok for hell, but there's nothing wrong with leveling either. Check http://strategy.diabloii.net/news.php?id=512 to determine the best location, right now A2 hell and up would be best (I simply assumed you're level 77 as well... if not, buy a new merc, but strip the old one of the gear first ^^).

I'm still surprised you have trouble with the PIs, I can't remember having that. Hubb said correctly that there are only rare types of monster that will stay PI after an amp, in particular the "normal" mobs never stay PI, so they usually die quite easily. What type exactly are you talking about (other than those revivers)? Not being able to apply Amp might also be a positioning problem, D2 is a bit buggy there, try to move the mobs in that case. What's your skilltree? I do drag around 13-15 mages, they do help of course, but I didn't have those when levelling really...

(e) I don't like life leech on my merc really, check http://diablo.incgamers.com/forums/s...d.php?t=765905 for some discussion on the issue.|||The ones that are causing problems are the Wraiths (different sorts. Apparations etc). I have problem if there is only one also but at least then it is doable, yet slow...

Yea, we are both lvl 77 so I guess we will hit the Pits or the Acient Tunnels. That is also lvl 85, right? Maybe in some time I will do it /p8 to get extra points :-)

Why arm of king leoric?

Why do summonmancers use arm of king Leoric when pre-buffing skeletons? Skeleton mastery is applied to skeletons when they're summoned right (and not afterwards)? Wouldn't a wand with +3 summon tree, +3 raise skeleton and +3 skeleton mastery be better? Aokl gives +5 to raise skeleton and +4 to raise mages while normal wands with good autamods can give 6 points to them (and then of course switch to a +3 mage +3 skeleton mastery and +3 summon wand when summoning mages). I understand they must be rare, but why do the guides list aokl as end-game equipment?|||Basically because of the sheer rarity of a wand like that. There are so many possible combinations on magical wands that a wand like that would be VERY rare, assuming it is possible (didn't check AS for the mods but I assume it is quite possible). AKoL is much more common, and is used as a suggestion. If you have a wand that gives +6 RS +6 Summon Mastery, then by all means use it. But trying to shop for a wand isn't as time effecient as compared to just using the AKoL and doing MF runs using the same amount of time. (Assuming that your using your Necromancer for MF runs)

Depending on your build, whether you use mages or not, magical wands can defenately be a better choice for prebuffs. It's just not every day that you find wands with mods like that.|||Good luck finding a rare wand with better mods than AOKL for a summoner.|||The item generation tutorial covers this. You can only get tier 1 staffmods (includes both RS and SM) on items with ilvl up to 24. Golemlord's is a level 60 affix, so with the +1 magic level on the normal/exceptional wands you need a ilvl of at least 59.

I seem to recall that there's a way to manipulate the cube recipes to get them together, but that combo will never spawn otherwise. So the best you can hope for normally is +3 RS/+3 SM/+1 summoning, which is a +4/+4 and inferior to AoKL.|||Does the same apply to rares?|||Yep. +1/2/3 to a tree are level 20/40/60 affixes, +1/2 to all are 30/50. So of them all, the only one you'll normally see on an item with tier 1 staffmods is +1 to a tree.

Oh yeah, and I remember now how you pull the cube trick. When figuring affixes, if the ilvl is less than the qlvl of the item, then the affix calculation uses qlvl instead. So if you take a low-quality Unearthed Wand and reroll it to normal quality with the Eld+chip recipe (sets ilvl=1), you have an ilvl 1 item (so it can get tier 1 staffmods) with qlvl 86, which could get affixes up to level 73.

So in theory, you could get a +3/+3 Golemlord's wand that way. Ridiculously difficult and rare, though.|||Ok, I'll try it out when my character is perfect in every other way. Thanks|||As fas as I understand an imbue with a low level can spawn the lvl1 staffmods and if the qlvl is high enough can also spawn all other useful mods (but no magic-only so can't get +3 summoning).|||Can it get +2 to necro skills and +2 to summoning at the same time though?|||No.





extra stuff

What am I doing wrong

I have been playing a summon necro for a while now wearing full trangs set. The set worked really well. Lately, all this talk about UT got me excited, and I have been slowly trying to get him ready to maybe do the ubers one day, but I am completely new with this except for what I read in these forums.

So yesterday I was doing some MF, boom, the screen shook, diablo walks the earth. That was the first time ever in all my years of playing diablo. I got so excited, forgot to even pre-buff with BO (just got CTA yesterday, haven't even assigned hot keys yet). It took a while, my merc died twice during the process, and had to come out and re-build my army once, but finally took him down. So here are some of my questions:

1. Uber Tristrom, how does that compare with diablo clone? Much harder I would think since I will deal all three at once.

2. Should I be using life tap instead of decrepify to keep my merc alive? He is wearing good gear, kiras (66 resist all), eth duress, and bonehew socketed with two amns. Have been trying to get him eth obedience CA.

3. Can I wear my torch when go to UT? I had to mule away my anni before I could pick another one up.

Thanks for your advice.|||Not having done UT myself (also preparing, wanted to do it last weekend, lost my keys sadly) I think that dclone is quite a bit easier than the UT thingies. A nice idea is prebuffing your merc with the treachery runeword. Did you take urdars to dclone? The only thing that dies there are my mages, and they're quite squishy indeed.

You can wear your torch, but you can't pick up a second one. Ymmv, but I'm gonna carry mine and then get in my 2nd char to pick up the new torch.|||Quote:








Not having done UT myself (also preparing, wanted to do it last weekend, lost my keys sadly) I think that dclone is quite a bit easier than the UT thingies. A nice idea is prebuffing your merc with the treachery runeword. Did you take urdars to dclone? The only thing that dies there are my mages, and they're quite squishy indeed.

You can wear your torch, but you can't pick up a second one. Ymmv, but I'm gonna carry mine and then get in my 2nd char to pick up the new torch.




I will be wearing mine too then. Could use all the help that I can get. No, I did not bring any Uders. I have found that revives got lost quite easily. If I walk just a litter faster, they are gone before I even realized it.

Treachery? I will check that out.

Thanks.|||Yes, revives without teleport are a problem. But get teleport, a Naj's Puzzler on switch will suffice, and is cheap to get. If all else fails, I sell a spellsteel, it's even cheaper. Urdars are awesome for those things (they have CB). Also, you don't need to walk, once you have the urdars, portal, then use the waypoint, then only some meters into the ut porta, and there you are.|||Ubers themselves are slightly harder than DClone (especially Meph...), but it's essentially the same type of fight. Note that you should also be taking them one by one, not all 3 at once either :P

There are a few posts related to UT as a summoner you can search for, which mainly illustrate how to use Revives with CB + Tele, but IMO it's quite the engagement regardless. I've only ever done it with a Zmiter, and a Jabberzon (which failed in the end--but I'm going back for more lol)...|||Ok, that is encouraging. The fight was hard, but also very exciting, a nice diversion from the endless mf runs. I think that I'm addicted now. I'm always worried that if I go in UT the wrong way, I may accidentally engage more than one of them at once.|||Uber meph is harder, UT diablo is harder, and uber baal is maybe a little easier.

Good thread with decent advice for UT summoner. I'm partial to my posts but that's just me:

http://diablo.incgamers.com/forums/s...d.php?t=730947|||That is some good information indeed. Should I socket the Kira's with um for all resists or an ort for more lightening resist? And between decrepify and life tap, which one is better for keeping the merc alive?

Thanks.|||I never socket an Um into any type of headgear. You can get jewels with +15% resist all (which is what you'd get from an Um anyway), and if you are lucky, you may even have one with a second affix.|||If your merc still needs resists against uber meph after obedience and kira then you should really keep leveling.

Decrepify is the only curse you should use against Ubers. For the minions I prefer terror and dim vision. Life tap may seem like a good idea but you're better off stocking some fat purples and sticking with decrep.

N00bie Necro help

But I mean actual N00bie, not "I'm a n00bie hardcore necro in Hell having trouble with Arcane." We're talking incompetent n00bie.

Seven or so years ago, Necros were my favorite class and I ran around just fine with not a lot of thought to min/maxing skills. Mybe the game was easier then, I don't know. But my 30 lvl Bone/Golem necro cannot for the life of him slay efficiently. Bone Spear (7) and Corpse Explosion (3) are incredibly mana intensive, and that's how this necro kills. I have 6 in Golem Mastery, which is fine as long as I'm not swarmed. I naturally have pre-reqs in most Curses.

But without Skeletons, he's extremely delicate and can run into trouble quite easily. I started a Fire Druid just for fun to see the difference and it's been absolute cake with the Druid as opposed to the necro. While I realize both classes play differently, I must be doing something wrong. Questions to follow:

1) For a basic Bone necro, is Golem Mastery worth it at all if you are shunning Skeletons?

2) What Golem is best to use for Bone necros?

3) Mana is always a problem with BS and CE. What tactics should I adopt so I am not constantly chugging potions?

4) Curses are now really annoying for me to use well. I use Amp for 2-3 mobs, Decrep for bosses, but what do I use for the mass hordes in all acts? Confuse? Life Tap? Attract? It seems nobody uses Iron Maiden anymore, but that was always my standby when the fetishes attacked.

5) Obviously, the whole Golem Mastery may not be working with a Bone build, but what else can I be doing in Bone to be more efficient with synergies?

6) this may be silly, but has anyone ever tried boosting Bone Wall + Irron Maiden? Just wondering.

Thanks for any advice!|||



Just to add more confusion to the mix I'd mention that terror is very useful for personal safety and that carefully placed bone prisons trigger less monsters than bonewall but when it comes down to it stealth armour, a fast pair of boots and the willingness to run away in hardcore normal counts for a lot. |||Quote:








But I mean actual N00bie, not "I'm a n00bie hardcore necro in Hell having trouble with Arcane." We're talking incompetent n00bie.

Seven or so years ago, Necros were my favorite class and I ran around just fine with not a lot of thought to min/maxing skills. Mybe the game was easier then, I don't know. But my 30 lvl Bone/Golem necro cannot for the life of him slay efficiently. Bone Spear (7) and Corpse Explosion (3) are incredibly mana intensive, and that's how this necro kills. I have 6 in Golem Mastery, which is fine as long as I'm not swarmed. I naturally have pre-reqs in most Curses.

But without Skeletons, he's extremely delicate and can run into trouble quite easily. I started a Fire Druid just for fun to see the difference and it's been absolute cake with the Druid as opposed to the necro. While I realize both classes play differently, I must be doing something wrong. Questions to follow:

1) For a basic Bone necro, is Golem Mastery worth it at all if you are shunning Skeletons?

2) What Golem is best to use for Bone necros?

3) Mana is always a problem with BS and CE. What tactics should I adopt so I am not constantly chugging potions?

4) Curses are now really annoying for me to use well. I use Amp for 2-3 mobs, Decrep for bosses, but what do I use for the mass hordes in all acts? Confuse? Life Tap? Attract? It seems nobody uses Iron Maiden anymore, but that was always my standby when the fetishes attacked.

5) Obviously, the whole Golem Mastery may not be working with a Bone build, but what else can I be doing in Bone to be more efficient with synergies?

6) this may be silly, but has anyone ever tried boosting Bone Wall + Irron Maiden? Just wondering.

Thanks for any advice!






1) golem is mainly used as a tank or distraction. i would say 1 pt is fine

2) clay for a lot of life and slow. insight iron golem is cheap too, but you got to make sure it stays alive

3) get mana from equipment. you shouldnt be adding any pts to energy

4) maxing ce will be awesome. along with amp you can clear the whole screen in seconds. i like to throw dim vision in there as it makes monster halt in there tracks

5) bone build is not great for pvm, your main killing power will be ce+amp. if you really want to use spear and spirit, max synergies like you said and get more fcr cos it will make you shoot faster and equip with +skills

6) yes. afaik it returned damage in the last patch. wont really do much dmg on hell tho|||Thanks, Tarantella and MarShenk.

Marshenk: no more points in Golem Mastery? My golems, unless properly sheparded, die quickly enough as it is and then I am totally exposed (I have an Act 3 Lightning Merc currently)

I don't hear of any necros of any build using Fire or Blood. What are they used for primarily?

Had no idea Bone build wasn't good for PvM. What is fcr?

Thanks again!|||fcr = faster cast rate.

This might help with your acronym deficiency:

http://diablo.incgamers.com/forums/s...d.php?t=538888|||Quote:








Thanks, Tarantella and MarShenk.

Marshenk: no more points in Golem Mastery? My golems, unless properly sheparded, die quickly enough as it is and then I am totally exposed (I have an Act 3 Lightning Merc currently)

I don't hear of any necros of any build using Fire or Blood. What are they used for primarily?

Had no idea Bone build wasn't good for PvM. What is fcr?

Thanks again!




If you are using clay you can recast

There are alot of skills where 1 pt will be fine. This imo includes golem mastery. If you have +skills equipment it will boost golem life etc. Same goes for summon resist.

If you are concerned about monster packs then maybe you can use act2 freeze merc which will provide even more slow.

Fire golem is mainly used for player v player psnmancer battles as the aura get rid of the annoying 1pt life left. I havent seen blood golem used in a while.

By all means try whatever, theres always the respec option |||Thanks, MarShenk. I threw 5 pts into Golem Mastery and we'll see how that serves me. I will have to start thinking of Curses and effects that can slow monster packs to give me breathing space.

Since I respecced, Nightmare has been certainly doable with Gumby and the Lightning merc. However, I have to proceed very carefully, though that's probably par for the course in NM.

So as to save mana, I Curse monster packs and then slow them with my bow, and then BS or CE for the coup de grace. Works fine for now, but we'll see. Thanks again.

Bring on the pits!

I'm finally done with NM Baal. I have my necro decked out with only marginally good stuff, but he's at 250MF, so that's something. About to take my first step into the pits, which will be my destination for quite a while. Wish me luck!



EDIT Oh god Oh god Oh god do not go in there!

I was met immediately by two boss packs, one extra fast archers with fanat aura, the other melee chicks who promptly cursed my party with amp. merc and all skellies went down in ~4 seconds. i got out alive somehow. So, uh, guess I'm starting a new game.|||oops double post somehow|||And this is why you want at lest level 10 dim vision. |||Pretty much. They were basically standing at the entrance. By the time I DVd the archers, most of my skellies were gone. Ah well, Vipermagi and Tal Mask dropped in the next couple of runs so I'm on my way at last.|||Stair traps are scary. You really shouldn't go into the pit until you complete hell. I know it's an A1 area, but the Pit level 2 has probably caused more level 85+ deeds than Hell Baal has.

Edit: sorry I always think I'm in the HC forum for some reason. Guess you'll be ok, just take it slow. Remake the game if you get a bad spawn like that.

Love the pit. So much fun for Summoners/Strafezons.|||Yeah, if I go feet up it's not the end of the world. I only have 720life and all my res are in the red right now, so it's going to happen. At least my merc is doing fine with his eth Partizan Insight now.|||Ouch. I've hit a wall vs the Act 4 burning souls. 13 lite res + Tgods does nothing at all to stop them from 2 shotting me. Blind does nothing b/c they're too spread out and they shoot me dead before I see them. I guess I'll have to save/exit if they show up (only in the first two areas right?) until I get a game where they are nowhere to be found. Once I get to the first wp I should be good to go I guess.|||I've only ever encountered burning souls in the plains of despair, but if my lite res is a little low then yeah I'll save and exit and try again. On the plus side, you get to clear through the outer steppes a few times for some delicious exp, and each boss pack you kill has the potential to drop you something valuable.|||Got past them finally. Saved and exited a couple of times and finally got a game with no souls. Act 5 is going to be rough, though I will have some extra resists by then (+18 in my homun from pdiamond and anya quest). It's still going to hurt a lot, though.|||A Necro N00bie asks: what are the Pits and what is MF? Seen the terms a lot but sadly cannot relate them to actual gameplay. It's age. Sad, really.